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Making guns palatable in high fantasy [Design Theory]
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<blockquote data-quote="Umbran" data-source="post: 5760550" data-attributes="member: 177"><p>Folks are going to go down the road of plausibility, realism, details of guns and armor. To me, that's a side issue. The real issue isn't historical or mechanical accuracy. </p><p></p><p>The real issue is genre. And fictional genre generally bears only a loose affiliation with historical, economic, political, and physical reality. </p><p></p><p>Guns aren't a typical "high fantasy" trope. If you just drop them into high fantasy, you'll find disconnects arise between your mechanics and your genre crop up all over the place. So, I say, it is probably unwise to do it that way. This is the way of, "Here are the mechanics of firearms, now what are the repercussions of those mechanics?" And the reasonable repercussions of the mechanics are usually going to be deeper than you wanted when you set out.</p><p></p><p>Instead, pick a gun-laden genre, and blend that with high fantasy (say, Three Musketeers, but with magic!), and the mechanical needs of your firearms will fall out on their own. The role and impact of firearms in your world (and thus, on the characters) will be well defined from the get-go, and you can design your mechanics to match.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5760550, member: 177"] Folks are going to go down the road of plausibility, realism, details of guns and armor. To me, that's a side issue. The real issue isn't historical or mechanical accuracy. The real issue is genre. And fictional genre generally bears only a loose affiliation with historical, economic, political, and physical reality. Guns aren't a typical "high fantasy" trope. If you just drop them into high fantasy, you'll find disconnects arise between your mechanics and your genre crop up all over the place. So, I say, it is probably unwise to do it that way. This is the way of, "Here are the mechanics of firearms, now what are the repercussions of those mechanics?" And the reasonable repercussions of the mechanics are usually going to be deeper than you wanted when you set out. Instead, pick a gun-laden genre, and blend that with high fantasy (say, Three Musketeers, but with magic!), and the mechanical needs of your firearms will fall out on their own. The role and impact of firearms in your world (and thus, on the characters) will be well defined from the get-go, and you can design your mechanics to match. [/QUOTE]
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Making guns palatable in high fantasy [Design Theory]
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